Low Poly Designs

Honestly I’m literally the perfect person to ask, I’ve got a whole youtube channel dedicated to building tips and stuff, with a couple videos specifically for F3X. The first video on the list (PLUGINS part 1) is all about how to use F3X and kind of talks about low-poly. It also has links to the plugins in the description.

As of now I haven’t made a dedicated video for low-poly, but because of this thread I’m probably going to make one this week.

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If you do dedicate a video to low-poly, let me know because I’m trying to become a 2-in-1 Developer focusing on Surface UI Developing and Building.

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Will do! Happy building :slight_smile:

I consider myself to be a low poly builder. Really I just am not able to make detailed buildings =P.

I am also very experianced in low poly modeling in blender which essentially means objects under 8k. You can actually search up a whole gamedev conference video about this.
Low poly just means, creating the illusions of high detail with lower detail :stuck_out_tongue:

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here is some pictures of my low poly meshes

What did you use to make those?

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Blender :slight_smile:

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How all do I make Low-Poly designs? I’ve tried and failed.

Think simple, is my best advice.

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Ok. I’ll try something.

The way I do it is I keep my increments relatively large.

A basic guideline from me would be don’t change your movement/resize increments to anywhere below 0.25 and don’t change your rotation increments below 10 degrees.

And to practice, you can either google “low poly concept art” and just copy one of those images OR the better, but more difficult, way would be to take a detailed piece of concept art and recreate it in the low-poly style. A quick tip would be to break it down into larger, simpler pieces.

For example I can break the house in the following concept image into some really simple geometric shapes:


The easiest way to remember it is basically build as if you’re just laying out the basic shapes, except with low-poly the end result is pretty much just a little bit more than your layout rather than a bunch of tiny details added in.

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Actually, there’s more to low-poly than just cartoony stuff. In fact, there is a common misconception that low-poly = more cartoony. Technically, low-poly literally just means a lower poly count, and should not be used to describe the minimalistic art style most people in this thread are describing.

Low poly building is a great way to reduce the amount of memory your game uses since it has less triangles than a more detailed build might. This means that using such a building style for your game will be much less costly than using the same style for everything. This has been practiced for years in many, many games inside and outside of Roblox.

Generally, low-poly objects are used to create small “props” in the game that need to be duplicated over-and-over again. With techniques such as instancing, this becomes very viable since they only have to be drawn once. However, it’s also great practice to use it on larger objects such as terrain too, since there doesn’t need to be too much detail with such elements.


Low poly house props. These would be used multiple times throughout the game.


Low-poly windmill. Keep in mind that it looks realistic, but is still technically low-poly.

On Roblox, 100% of the meshes uploaded are also considered low-poly since they are limited at 5,000 triangles (or is it 3,000? Oh well, you get the point.) This does not mean they have to look minimalistic, and many devs have used such low-poly meshes to create super realistic things:

https://devforum.roblox.com/t/question-what-to-do-when-trying-to-design-realistic-games/132641/6

So basically, low-poly =/= minimalistic building style. It’s actually just how many polygons are in a certain model, place, etc. When somebody mentions it, now you know that they might be talking about something totally different.

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This is true for the technical definition of “low poly”, but the low poly art style does result in “cartoony” looking art/builds because it seeks to meet the minimum amount of polygons necessary.

In other words, it’s a lot easier to explain that low poly generally produces a cartoony look because people can physically see that result. Sure, a highly detailed build can be technically “low poly” in terms of the actual polygon count, but unless you’re modelling for an engine other than Roblox that doesn’t really apply.

In Roblox, due to the restrictions of the studio, low poly really does mean less bricks and as a result produces the classic cartoon look.

Otherwise, telling someone that every build in Roblox is technically low poly doesn’t really get them anywhere.

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Low-poly totally applies to Roblox, one can make extremely detailed high-poly builds here just like anywhere else, or really basic low-poly builds just like anywhere else.

All I am saying is that low-poly is not just restricted to the art style. I agree with you 100% that it’s easier to visualize the cartoony side of it, but I don’t want anyone that stumbles upon this thread that’s interested to think that’s all it is. Low-poly actually has many applications when it comes to making a game.

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I like to use “low-poly” when referring to the art style, and “game-ready” when referring to the practical aspect of it, to clearly denote the difference between those two things.

Using gameready has a means to describe lowpoly models will honestly confuse a lot of people - considering many games today use extremely high poly counts in their models, an example being Unreal Tournament 4’s models which are probably anywhere from 100k to 1m triangles in the weapon models alone.

Low-poly refers to both the artstyle and models that are below a certain threshold ( I think it’s like 10k triangles or something for something to be low-poly.)

Game ready just refers to any model that is, game ready. The poly count doesn’t affect that aspect. :stuck_out_tongue:

That’s why I specifically said that I’m not.

Poly count completely does affect whether a model is “game ready”, among other aspects. (Properly UV mapped, properly rigged, whatever else applies that makes it easier to work with the model and makes it have a footprint as low as possible while not compromising the specific art style.) A model that has X times as many polygons as it needs or is too detailed for its purpose (i.e. not optimized, or a backdrop players won’t see up close but is defined as if it’s a front row object) is not game ready.

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I wish the “low poly” style of building didn’t have the somewhat negative connotation associated with it, like currently. I see the argument how this can be looked at as a ‘lazy build’ style , due to the lack of complex shapes and detail frequently found with this style. That being said, I prefer the style due to its simplistic feel and overall sense it gives you when playing games designed this way. Low poly isn’t just another word for lazy, but can be a very beautiful and simplistic way to look at objects if done right.

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I agree. It’s overall a very nice style, and fits with Roblox’s blocky style pretty good. It seems games using this have recently seen some popularity though. (i.e. Egg Farm Simulator, Farming Simulator)

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Do you make the meshes in blender?

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